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Original Edition Delta Judge's Rules (1.0.6)

This document provides house rules for playing Dungeons & Dragons that are compatible with the original 1974 edition. It summarizes rules for character creation including zero-level characters, higher level abilities and equipment. It also outlines rules for hiring NPCs, combats, monsters, adventures, healing and rewards. The goal is to expand on the original edition while maintaining compatibility. An appendix lists potential future expansions such as revised monster and wilderness rules.

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0% found this document useful (0 votes)
79 views16 pages

Original Edition Delta Judge's Rules (1.0.6)

This document provides house rules for playing Dungeons & Dragons that are compatible with the original 1974 edition. It summarizes rules for character creation including zero-level characters, higher level abilities and equipment. It also outlines rules for hiring NPCs, combats, monsters, adventures, healing and rewards. The goal is to expand on the original edition while maintaining compatibility. An appendix lists potential future expansions such as revised monster and wilderness rules.

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© © All Rights Reserved
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ORIGINAL EDITION DELTA

House Rules Compatible with Original D&D

JUDGE’S RULES (V. 1.0.6)

BY DANIEL R. COLLINS
This page intentionally left blank.

2
CHARACTERS

ZERO-LEVEL CHARACTERS
Zero Level: Normal men are assumed to be 0-level: Roll 3d6 for abilities in
order, 1d6 for hit points, no attack bonus, and start at –1,000 XP. Familiarity with
up to three weapon types is allowed. 1
Advancement: When achieving 0 XP, the character can enter one of the three
basic classes. This assumes: At least one combat encounter for a Fighter; one
act of larceny for a Thief; or one spell learned for a Wizard (read magic). Fighters
gain 1 hp, and Wizards lose 1 hp, at this time. 2

HIGHER-LEVEL CHARACTERS
Abilities: Levels 1-3 roll one ability 2d6+6, others 3d6. Levels 4-7 roll two 2d6+6,
others 3d6. Levels 8+ roll one 2d4+10, three 2d6+6, and others 3d6. 3
4
Hit Points: Reroll results of “1” or “2” for all hit dice at time of creation.

Magic Items: Characters should be checked for magic items at 1-in-6 per level.
Check for each of the following: (1) sword or wand, (2) armor or scroll, (3) potion,
(4) weapon, ring, or miscellaneous (roll 1d3). Roll a d6 per level for each
category; each “6” indicates a +1 bonus, extra ability or dosage, etc. 5

Spellbooks: Wizards should generate a random spellbook, using the Intelligence


table in Sup-I. 6

Languages: Give one extra language per level, up to the Int limit. 7

Equipment: Characters can take any mundane item, encumbrance permitting.

HIRING NPCS
Advertising: Every 100 sp spent on posts/agents attracts 1d3 1 st-level recruits,
max 1% per community (e.g., 1-6 for a village). Calls to elf-land, dwarf-land, etc.
should multiply cost and add days or weeks of time. 8
Offers: Basic offer is 100 sp + half-share of treasure. NPC accepts with reaction
roll of 2d6 + Cha ≥ 9, modified for variation in offer. Experience is at half-share for
all hirelings. Say that 0-level men-at-arms never go into a dungeon. NPCs will
any estate (gear, magic) to a relative. 9

3
MONSTERS
Hit Dice: Monster hit dice are d6 each, as per the original rules. 10

Attacks: Monsters get one attack, at 1d6 damage, unless stated otherwise. 11

Goblins: Goblins, orcs, and kobolds are at –4 to attack in full daylight. 12

Giants: Giants can throw stones every other round. 13

Undead: Immune to critical hits and backstabs. Level drain allows a save vs.
death to avoid; if failed, max hp are reduced proportionally, and current hp
reduced by like amount (dead at 0); XP set at midpoint of prior level. 14

Skeletons/Zombies: Skeletons have 1 HD; Zombies have 2 HD. 15

Vampires: Summoned monsters are Rat (AC 7, MV 15, hp 1, Atk 1, Dam 1 pt),
or Wolf (AC 7, MV 18, HD 2+2, Atk 1, Dam 1d6). 16

Mummies/Lycanthropes: Mummy rot and lycanthropy can be treated with


remove curse (within the usual time limits). 17

Gorgons/Chimeras: The breath attacks of these creatures use the same rules
as for Dragons (breathe 7+ on 2d6, 3 times per day).

Dragons: Divide hit points by 3 for prorated HD; use this for attacks and saves.
Divide hits by 6 for breath weapon damage dice. They can detect and cause fear
in 15” (force NPC morale). Subdual rules are not used. 18

Oozes: All make a grab attack in the first round. Armor is then dissolved, or
damage applies automatically to bare flesh (ochre jelly bypasses armor). Escape
is as forcing a locked door (–2 chance on d6). Weapons corrode 2-in-6. 19

Horses: Non-warhorses are unusable in combat, near fire or smells, etc.


Maximum load is 24/36/48 stone. 20

Diseases: Use Sup-II appendix for durations. Save vs. breath avoids Strength
damage; recovery requires bed rest. E.g.: Bubonic plague (rats, 1d12/day, rec.
3/week), spotted fever (ticks, 1d6/week, rec. 1/week), yellow fever (leeches,
1/day, rec. 3/week), advanced leprosy (mummies, 1/day, rec. by spell). 21

4
ADVENTURES

DUNGEON ADVENTURES
Climbing: Base 2-in-6 chance, plus Dex bonus, minus encumbrance level.
Success travels half move rate per round; miss by 2 pips falls. Modify up or down
for surface difficulty (handholds, spikes, slippery, etc.). 22

Detection: Base 2-in-6 chance, plus Int bonus, for any character to find secret
doors, find traps, listen at doors, etc. 23

Doors: Base 2-in-6 chance, plus Str bonus, to open. Locks/bars are at –2,
reinforced gates at –4, solid iron doors at –6. Limit of one opener per panel;
special tools (rope, ram) allow sum of Strength bonuses. 24

Drowning: Damage is 1d6 per turn without air, double if surprised. Per round is
50% to take 1 point of damage, or 1d3 hp if surprised. 25

Falling: Damage is 1d6 per 10 feet, maximum 50d6, save vs. stone for half.
Modify for hard or soft surfaces (water, snow) by 1 or 2 pips per die. 26

Lighting: Torches and lanterns shed good light in 6” radius; dim shapes or
glowing eyes to 12”. Torches last 1 hour, lanterns 4 hours per flask of oil. 27

Movement: Assume that searching and exploring time generally equates to


actual game time spent. 28

Rappelling: Climbing up/down a rope is at +2 chance (down is quadruple


speed). Characters can haul a weight up/down equal to Strength in stone. Any
sharp jolt is 1-in-20 to break a rope. 29

Swimming: Base 2-in-6 chance, plus Str bonus, minus stone weight carried.
Fighters and thieves are at +2. Success travels half move rate per round; miss by
2 pips sinks. Modify to taste for water conditions (calm, stormy, etc.) 30

Undressing: Take 1 round to remove each: shield, helm, or backpack. Leather


or chain is 3-in-6 to remove per round. Plate requires 3 turns with help. 31

Wandering Monsters: Check every 15 minutes of real play time. Add a check for
long searches for secret doors, etc. Roll once more on exit from dungeon. 32

5
COMBAT ENCOUNTERS
Combat Modifiers: Attacks to the rear are at +2 to hit (no shield). Attacks when
silent and unseen, or on stunned, stationary, etc. targets are at +4. Helpless
targets are hit at +6 by missiles, or automatically in melee for max damage. 33

Helmets: If no helmet is worn, then 1-in-6 attacks are to the AC 9 head. 34

Magic Item Use: Potions take 1 round to access and use (no move or melee).
Scrolls take 2 rounds to access and use (no move or melee). Wands, rings, etc.
take effect instantly (normal move, in melee). 35

Magic to Hit: Every natural 4 HD permit striking as magic +1 to hit. 36

Morale: The reaction table in Vol-1 is used for morale checks. Roll 2d6 and add
the NPC’s level, and any Loyalty and/or situational modifiers. Results may be
fight, withdraw, flee, or surrender. 37

Natural 1: Roll of 1 counts as –10. On first attack of a sequence, check 5 in 20


for a result such as dropped weapon, trip and fall, etc. 38

Natural 20: Roll of 20 counts as 30. On any attack, score double damage (roll
twice with all bonuses included). 39

Oil, Burning: Lamp oil is not flammable, and cannot be used as a weapon. It can
help burn other flammable items, e.g., paper, cloth, straw, etc. 40

Poison: Failed save vs. monster poison means incapacitation and death in 1-6
rounds. Normal animals may have delayed or non-fatal effect. 41

Saving Throws: All harmful spells give a save (half damage or no effect).

Shots at Crowds: Shooting at an individual, if the attack roll is less than 10, then
roll a raw d20 to hit another in line with shot (no bonus but AC). Shooting at
random into a large group, the range penalty is waived. 42

Special Herbs: Garlic wards against vampires; wolvesbane vs. lycanthropes


(save vs. breath to attack). Belladonna consumed just after infection can cure
lycanthropy (save vs. poison to effect). 43

Zero Hit Points: Save vs. death (immediate on hit; no interruption or help
possible). Success indicates waking in 1-6 turns with 0 hp and incapacitated; any
healing allows normal activity. 44

6
RECOVERY & REWARDS
Healing: Natural healing regains a character’s level + Con bonus for each week
of complete rest in a comfortable setting. 45

Magic Healing: Since clerics are unavailable, we allow for a source of potions of
healing and mithridate (neutralize poison), such as an NPC alchemist. 46

New Characters: On PC death, a new character may be rolled and join the party
as soon as the current combat encounter ends. 47

Treasure: Convert to the "silver standard": Read all values in gold as silver.
Divide standard coin treasures by 10. 48

Upkeep: Upkeep of 1% XP in silver is paid monthly; minimum 20 sp/month. If


unpaid, effect as a ring of weakness (–10% attacks/hit points per month). 49

Wands/Staves: Wands have max 20 charges, staves 40 charges. 50

XP Awards: Monster base is 100 XP per hit die; this is adjusted for special
abilities via the “Equivalent Hit Dice” (EHD) metric. Treasure earns 1 XP per
silver piece value. Ability scores do not modify XP. 51

XP for High Levels: Levels past Name each require an XP increment equal to
the Name level, i.e.: 240K for Fighters, 300K Wizards, 125K Thieves. 52

OED FUTURE EXPANSIONS


• Monster magnifications (see 1st print Vol-1 p. 8).
• Revised monster level matrix (notes Vol-3 p. 10-11).
• Wilderness rules (incl. margin notes Vol-3 p. 15-19).
• Ship/naval notes (notes Vol-3, p. 28-33).

Original Edition Delta is compatible with Original


D&D (1974) and similar game systems. For more
information, and free updates to these rules, visit:
www.OEDGames.com.

7
NOTES AND REFERENCES

1. The given parameters for 0-level humans were used as the basis for various
demographic Monte Carlo computer simulations; search for “Arena” articles
on the blog at Delta’s D&D Hotspot, and also the GitHub Code Repository.
See blog 4/6/15 for the history of 0-level in different D&D editions.
2. See Dragon #51 for a more sophisticated 0-level advancement (Lakofka/
Wheeler; double XP levels found there, per Arena lessons). For better hit-die
fidelity at level 1, multiply the original roll by ratio of the new class die (so, 4/3
for fighters, 2/3 for wizards), and round to nearest.
3. Ability score boosts are a result of survivorship bias, as observed in the
Arena demographic computer simulations (blog 5/4/15).
4. Hit point boosts are observed survivorship bias, as above.
5. Consider waiving this in campaign play, so that players can roll up new PCs
as necessary without consulting the DM.
6. Spellbook creation can be abbreviated by use of the Spellbook Generator
program (see blog 7/8/17). This gives the “minimum” number of spells at the
top available level, the “maximum” at 1 st level, and interpolates in between.
For NPCs, consider simply randomizing spells memorized; if the spellbook is
discovered, it includes a like number of additional random spells, with
duplicates discarded (see blog 12/17/18).
7. Vol-1, p. 12 gives the maximum limit on languages as one per point above
10 Intelligence. This is in addition to common and alignment tongues.
Remember that monsters are incomprehensible (and incommunicable)
except to characters with the appropriate language!
Mike Mornard makes the (surprising) recollection at OD&D Discussions that
at Gygax’s table, all players took Neutral alignment, and were then allowed
to learn the Lawful and Chaotic languages, thereby communicating with all
creatures freely. We assume that foreign alignment tongues are not
learnable, so there is value in learning many other racial tongues.
8. These guidelines add detail to Vol-1, p. 12 and Vol-3, p. 23 (esp. in regards
to response rate). Compare to T1 Hommlet, in which 6/241 = 2% of
population seeks hire at the inn (all 2nd-4th level, mostly Neutral/Evil). Our
model demographics are similar: 20% of population men-at-arms × 20% 1st
level × 50% unemployed = 2%, and assume half response rate. Contrast
with rules in DMG p. 34-35.
9. The expectation for half-shares of treasure is as per PHB (p. 122, modifier
1); it also echoes a standard “pirate code” (see Wikipedia: Pirate code). The
half-share of XP is as per Sup-I, p. 13 (as well as AD&D PHB p. 39, DMG p.
85). Low-level NPCs with high-level PCs may seem less valuable, but they
also face more deadly danger, so this simple split seems justified.
Suggested bookkeeping protocol: In DM binder keep short “Rogues Gallery”
listing of all available hires, including alignments & personality. On hire

8
session, DM tracks all statistics. For the next session, DM fills out full
character sheet for player, keeping index-card record with: alignment,
personality, employer, treasure share, morale.
Note that we prefer use of the term “hireling”, as it’s used in the LBBs (as
opposed to “henchman” used in AD&D), and it’s gender-neutral.
10. Hit dice are observed as d6’s in the paragraph on Vol-1, p. 18. See also Vol-
1 p. 5 where the expectation is to use many d6’s, but only one d8 (or other
dice). This is considered much simpler for the DM to manage in play. For
other published modules, reduce monster hp by 25% (3.5/4.5 ≈ 75%).
11. Damage is noted on bottom Vol-1 p. 19 in revised prints (or else see The
Strategic Review [TSR] #2, p. 3, FAQ para. 3). The addition of attacks and
damage by monster type in Sup-I is not used (in particular, we frown on
normal animals getting many attacks per round). For our specific
interpretations, see the OED Monster Database. A work like the AD&D MM is
generally compatible, noting differences given here.
12. This is equivalent to the –1 to attacks first seen in Chainmail (p. 29-30),
when attack dice were d6; note that goblins are helpless against armored
men in daylight. The –1 to morale still applies (morale always on 2d6). Of
course, see Tolkien for the immense difficulty that goblins have in light.
13. Giant stone-throwing is noted as light catapults (Vol-2). In CM, light catapults
fire every other turn (p. 28), and of giants it reads, “they can move on turns
they don’t throw missiles, for reloading for them simply consists of picking up
a boulder” (p. 35). Strategically this makes sense; if boulders were thrown
every round, it would never be advantageous to engage in melee.
Giant strength is equated to the range of 20-28. Optionally, the DM could roll
damage with huge clubs as 1d10 + Str bonus. We also assume giant garb is
similar to leather armor, with +3 natural skin toughness. Giants reward only
base XP by HD (not worthy of any bonus).
14. Gygax notes in Dragon #24 (p. 19) there is no saving throw for level drain.
But we appreciate the raised tension for the player making a save roll in such
cases. Recommend setting the stakes and making players aware of level-
drain at start of a fight. Lost hit points should be recorded, and like added if
the level is regained. The XP rule is as given in DMG p. 119; this was also
found to be the best in the Arena simulations (e.g., 1 point under level is
regained at the end of the same fight, evidencing no real loss).
15. This is as per the earliest OD&D printings and all later editions (AD&D, B/X,
etc.). Due to typography confusion, 5th Printing onward listed “½/1” in Vol-2,
and “½/2” in the Reference Sheets. M. Mornard attests in play it was always
(1, 2) as we have it here. See full story at OD&D Discussion forum.
16. The animals are basically as given in the AD&D MMI and MMII. Vampires
have the highest XP value in the game, except for the eldest dragon types.
(See blog 4/4/16. Recall that we have no clerics or turning available.) M.
Mornard recalls that for PCs confronting a monster with a gaze weapon,
“Each player rolled a saving throw per round.” (personal message via

9
Facebook, 2/5/18). Compare to the Swords & Spells 1:10 mass combat rule
that “Gaze attacks will affect only the first rank oI figures in a sight range of
3" deep by 3" wide” (p. 16). Vampires are among the most dangerous figures
in the game; they should be worth quintuple XP by HD.
17. Without clerics, cure disease is unavailable, so some allowance was
necessary. The 1E DMG (p. 22) allows remove curse to cure lycanthropy in a
specific circumstance. Re: mummies, see blog 10/30/17.
18. See MM p. 31 for the technique of dividing dragon hit points for prorated
saves, here extended to all other mechanics like attacks, etc. The detect and
fear abilities are as specified in CM, MM, etc.; see also OD&D Vol-2, p. 16,
under “Pixie”. Arneson’s First Fantasy Campaign gives the method of breath
damage dice with hit points as maximum (p. 57).
There is some ambiguity on whether breath damage should be reduced by
hits taken. OD&D seems to treat these qualities as separate silos (“per die”,
Vol-2, p. 11). AD&D is silent on the issue. B/X and the Fiend Folio explicitly
reduce damage for hits. (N.B.: In CM and the pre-D&D Dalluhn Manuscript,
dragon breath was simply save-or-die, as were fireball and lightning bolts.)
We find in surveys that roughly 80% of O/AD&D players do not reduce
damage from hits. This is sympatico with our method of rolling a constant
number of dice for each breath attack. See blog 8/18/17.
Dragon XP should be triple (prorated) HD; or in other words, equivalent to
treating hit points as total standard HD.
19. This is how real-world amoebas capture prey. It resembles rules in B/X, 3E,
and preferred in a poll online. See blog 11/6/17.
20. War horse restriction implied by Vol-2, p. 20. Light load is set at 20% of
animal’s weight; full load 40%. See research on blog 5/11/17.
21. See Sup-II, p. 52-54. Giant rats don’t have disease in OD&D (note Sup-I, p.
18), but do in all later editions. The damage mechanics seen here have been
set via simulation to match expected mortality rates for 1st-level types.
Consider Wikipedia: Miasma theory in relation to saves vs. breath here.
22. Base chance assumes sheer surfaces like well-maintained castle-dungeon
wall, smooth rock cliff, free-standing rope, etc. Note speed climbing world
record on standard 15m wall is about 6 seconds (see Wikipedia), i.e. 75’ in
one 10-second round. Our base unencumbered speed is 30’ per round;
consider allowing double speed at –2 to roll.
See blog 7/17/17 for climbing rules through different editions (esp., AD&D
and 3E). For using rope, see note on Rappelling. For a high-end simulation,
use the Fontainebleau grading system as a base target number on d6; see
Wikipedia: Grade (bouldering).
23. This matches Vol-2, p. 9, except for human listening scores. It bears noting
that in traditional D&D (OD&D, AD&D, B/X), all of these exploratory d6-rolls
(open doors, hear noise, find secrets) use a roll-low mechanic.
24. Chances here are similar to those found in Sup-I p. 7, AD&D PHB p. 9, and

10
3E. Giants are able to smash down reinforced gates in a number of rounds,
depending on type (matches DMG p. 109-110). If needed, approximate
monster Strength bonuses by HD/2.
Vol-3 (p. 9) lets up to 3 characters force a door, as does DMG (p. 97), but the
latter assumes an 8’ wide door; same restricts a single character to doors
around 3’, which is more normal for internal single-leaf doors, and we
assume by default. (See also DMG p. 60, Listening at Doors: 2½’ of space
per person.) This also makes sense defensively, to restrict rather than
expand those entering. See also various YouTube “kick in a door” videos.
25. Overall effect is that average survival equates to character level, in turns
(minutes). Compare to the Rule of three (survival) for air (i.e., calibrated for
3rd-level characters). The current record for non-oxygen-assisted breath
holding is about 11 minutes; with advance pure oxygen breathing, about
twice that; see OutsideOnline. Mathematically, the per-round surprise
damage should be 1d3 – 1, but we simplify to 1d3 for dramatic tension.
26. See original 1d6/10’ rules in Vol-3, p. 27 and 31 (aerial crash, naval fall).
Contrast with guidelines on p. 5-6. The retcon to geometric dice in UA (p. 24-
25) is not used. We recommend Dragon #88, “Kinetic energy is the key”, by
Steve Winter; see also Jason Thompson’s comic on the Thief-Acrobat class.
Real-world mortality is bimodal, depending on whether one’s head is hit
(justifies save for half damage; see also Vol-3, p. 31). A 6-second fall of 500’
approaches 80% of true terminal velocity (hence 50d6). Taking into account
air resistance, damage per unit would be somewhat reduced for very high
falls on a nonlinear basis; maximum damage would remain the same, and
the 1d6/10’ rule is kept for simplicity. See blog 2/5/18 and 7/20/20. The save
for half seems common in the OD&D community (per poll at ODD74).
27. Consider Scientific American article on torches (c. 1888), “In warm, dry
weather, these torches when lighted last for two hours when at rest, and for
an hour and a quarter on a march. A good light is obtained by spacing them
20 or 30 yards apart” [37.5 ft avg radius]. Compare to AD&D PHB 40 ft
figure; note Vol-3 (p. 9) says “Players will see monsters at 20-80 feet”. DMG
establishes max encounter distance at twice the normal light visibility (p. 62),
and says light notable around corner to 60’ (p. 68). See related blog post
9/8/09. See practical tests on OD&D Discussion.
We also assume that infravision works on the same scale; clear to 30’, dim
to 60’. It’s spoiled only when looking directly at a fire source. We assume the
effect is analogous to thermal imaging; Gygax’s understanding was taken
from the movie Westworld (1973; see blog 8/10/17). Usually this is seen as a
black-and-white image, starting with AD&D PHB p. 102.
28. If more specificity desired, consider: Every 15 minutes, one covers MV × 50
ft exploring, or MV × 250 ft through cleared areas. This exploration speed is
about ½ mph for light foot; about twice that given in OD&D Vol-3, p. 8 (and
four times AD&D). It is conservatively close to the average tour speed at
Mammoth Cave National Park; and agrees with encumbered search rate for
firefighters with heavy gear (1,000 sq. ft. per 5 minutes; see Maltman,

11
“Searching Smarter”, FireEngineering.com, 2/1/2001). We find this is also
roughly the distance explored in real playing time. The accelerated ×5 move
matches AD&D (PHB p. 102), and results in near normal walking speed of
2.5 mph. See blog 8/21/17 for more.
29. See special rules for rappelling downward in the AD&D Dungeoneer’s
Survival Guide (p. 16-17), and mostly repeated in 2E PHB. For hauling
capacity, compare to beginner deadlift standards (e.g., StrengthLevel.com).
For risks and proper care of rope (e.g., heat, moisture, edges), see
Wikipedia: Rope.
30. The chances for fighters/thieves roughly approximate chance to drown in
Vol-3, p. 33. Compare to 3E, where swim was a class skill for fighters and
rogues, but not wizards. Average real-world swim speed around 2 mph (30 ft
per 10-sec round; similar to our unencumbered rate); record is about 5 mph
(75 ft in 10 sec). Consider double speed at –2 to roll. See Reference. See
video links of attempts at swimming in armor on the blog 9/17/18.
31. See video links of dressing/undressing in armor on blog 9/10/18. Putting on
plate mail takes about 10 minutes with assistance.
32. The check is rolled in combat normally (noise counters the altered time
scale). Multiple parties of monsters may attack each other. Consider: On a
near-hit for a wandering monster (5 on the d6), give a vague clue such as
echoing sound from a distant monster on the table. On the fixed real time
increment, consider DMG p. 38: “Generally, time passes day-for-day, or turn
for X number of real minutes during active play.”
33. See Chainmail p. 25-26; Sup-I p. 4; DMG p. 67 and 70. Normally flank/rear
attacks allow no Dex & no shield.
34. See helmet rule on AD&D DMG p. 28. Note also that a helmet wards off
many effects from the citical-hits charts formerly in use.
35. This is line with rules from Swords & Spells (table p. 11). Note that 3E and
later rules are more permissive; they allow a combined move & spell action
(contradicting Chainmail/S&S/AD&D DMG), etc. See example of scroll use (2
rounds) in DMG p. 71. See note on staff activation (2 segments), p. 133.
36. Compare to DMG p. 75.
37. In brief, a total result of 9 or more indicates good morale. Use of the reaction
table for morale is indicated in Vol-1, p. 13, para. 3 (reaction table on the
prior page). Initial loyalty is modified by alignment as per Sup-I, p. 9.
Consider that use of the HD modifier approximates the morale scores in CM
p. 17 (and AD&D DMG p. 67). High-HD morale is therefore much more
robust than in B/X. See also OED Book of War.
Chainmail Man-to-Man (p. 26) says to check morale on every 33% of
casualties. This is also the median in the mass loss table (CM p. 17), and
compatible with the AD&D rule that morale from losses will only be checked
twice (DMG p. 67), and likewise B/X (p. B27). See DMG (p. 36) for other
cases: ordered to dangerous act, left alone, liege down, etc.

12
38. See note below on critical hits.
39. For the 20 as 30 rule, compare to DMG p. 74-75 with its 5 duplications of
each 20 to-hit. See blog 2/7/11 for analysis based on normal-curve skill
model (suggests 10 duplicates); and also 3E DMG p. 64 (Variant: Automatic
Hits and Misses; counts 20 as 30).
Previously we used fumble/critical tables from Dragon #39 (see blog
7/30/12), but in 2019 we discarded that for (a) pace of play at table, (b)
space taken on DM screen for the charts, (c) many results which would be
punishing to PCs but not useful in their favor vs. monsters (e.g., limb, ear,
eye removal), (d) lack of easy regeneration magic in OED to fix limb loss, (e)
comparison to models of heroic literature (e.g., Conan, Elric, etc.), (f) Gygax
comments on survival chances, and (g) player familiarity with other
commonly related systems.
Gygax fiercely resisted criticals, but see his Dragon #24 article: “Terry Kuntz
developed a system... To mitigate against the loss at a single stroke, he also
included a saving throw which allowed avoidance of such death blows, and
saving throw increased as the character successfully engaged in combats,
i.e. gained experience. This sort of approach is obviously possible...” (a good
description of the mechanic formerly used by OED).
40. As stated, neither vegetable oil (used in real-world medieval lamps), nor
kerosene (assumed anachronistically by Gygax) are actually flammable!
They are combustible (igniting vaporized gas), but this requires heating to a
flashpoint of over 600°F for vegetable oil, 100-160°F for kerosene (unlikely
without dedicated, fixed heating apparatus). See blog articles on “Burning
Oil”; blog 9/18/14; ENWorld Gygax Q&A 8/6/07. Doused on other material, it
serves to prolong the burning period (and hence more likely to spread
flame). See also CulinaryLore, KeroseneStoves.
41. See AD&D DMG p. 20: “they kill the victim within a minute or so”. See also
Gygax’s MMII, Snake (normal) for table of less-fatal poison types (hit point
damage, incapacitation, etc.). Consider real life, e.g.: box jellyfish can kill in
2-5 minutes (Wikipedia), king cobra or brown snake in 30 minutes or an hour
(Reptile Knowledge, The Conversation), coral snake in a few hours
(Wikipedia; mentioned in AD&D DMG p. 81), rattlesnake bite in 2-3 days
(Animals.mom.me). Of course, in these cases humans are not natural prey;
for giant animals in D&D, a better comparison would be venomous animal
vs. natural prey (e.g., snake vs. mouse), for which poisoning may be more or
less instantaneous (Thailand Snakes). Neurotoxins kill by paralysis and
asphyxiation; hemotoxins by blood loss.
42. The rule for shots into melee is more permissible than most groups use; see
blog 4/14/14 (videos from SCA skirmishes), 4/15/14, and 3E DMG, p. 65.
Gygax seems to support the idea in Dragon #24 (“all of them are able to take
an active part in the coming engagement; spells and missiles can be
discharged from the rear or middle rows”).
43. The protection is only for an individual presenting or wearing the herb as a
garland. Moldvay allows hits with wolvesbane to force lycanthropes to flee,

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but this is considered overpowered. See also DHBoggs blog on
reconstructing original undead-turning effects (incl. with garlic, etc.; only
warding from attack, not fleeing) See blog 9/29/14.
44. We are told that Dave Arneson played with a similar rule.
45. Scaling to level is proportional to overall hit points; full healing time thus
always averages around 4 weeks. This rule matches OD&D for 3rd-level PCs
(½ hp/day; Vol-3, p. 35); or, AD&D for 7th-level PCs (1/day + Con bonus
weekly; DMG, p. 82). Note a trend to roughly double natural healing in
sequential editions of published D&D; see blog 2/26/18.
46. Alchemists can create potions at half-cost (Vol-3, p. 22); compare to wizard
manufacture prices in Vol-1, p. 7 (250) and DMG, p. 121 (200, as XP). For
the poison antidote, see Wikipedia: Mithridate; and compare to the elixir of
health in AD&D Unearthed Arcana, p. 90. We give a 1-in-20 chance that any
manufactured item is cursed (e.g., delusion; as footnote DMG p. 117).
47. Our experience is that it’s beneficial for the player suffering the loss to be
kept busy rolling their new character while the rest of combat plays out.
48. See money discussions on blog 3/30/10, 5/19/10, 3/16/11; castle costs on
8/14/17. Note that gem expected value is base 234, total 501 each; jewelry
expected value is 3,410 per piece (per Vol-2 tables).
49. The basic rule is per Vol-3, p. 24. Rate is monthly as per AD&D DMG and the
pre-D&D BTPBD manuscript (Part 2, p. 7). Rates in silver are reasonably
realistic: see blog 1/8/18. Recommend pro-rated assessment per game
session; e.g., ½% XP per fortnight if that matches the actual gaming
schedule. Consider using the average (median) party member for this
purpose, and rounding to taste.
50. Compare to OD&D Vol-2, which specifies max charges for wands 100,
staves 200 (p. 34). AD&D DMG flips this to wands 100, staves 25 (p. 132).
Holmes keeps wands 100, staves seemingly without charges (p. 38).
Moldvay Basic has max 10 charges for each (B49); Cook Expert has wands
20, staves 30 (X49). We feel that 20 charges for a wand is interesting as a
resource-tracking limit, and note the example on Vol-1, p. 7: the wand of cold
is 25 times as expensive as a scroll of ice storm would be (compare to DMG
p. 122 where cost was increased by a multiple of 5).
51. See Vol-1, p. 18 for the 100 XP per HD principle; see TSR #2, p. 4, para. 1
for the kernel of the idea that a “monster is equivalent to its hit dice, and
additional abilities add to the level in this case”. Our EHD is assessed by
Monte Carlo computer simulations; the alternative XP tables in Sup-I (B/X,
AD&D, etc.) are not considered advantageous. See the OED Monster
Database for full EHD listings. See GitHub for simulator code (application
MonsterMetrics).
52. For Thieves this is explicit in Sup-I (p. 9), but for other classes Vol-1 is silent.
The rule here is as per M. Mornard’s recollection of playing in Gygax’s
games (see the OD&D Discussion board; and blog 4/24/17). It is consistent
with the tables in AD&D, but not B/X. Reconfirmed in Gygax’s stats for

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Mordenkainen circa 1974 (Playing at the World).
For comparison, consider Gygax in TSR #7: After surviving year of 50-75
games, a player should be 9th to 11th level. Expect 4 or 5 years (lifespan of
Blackmoor or Greyhawk campaigns) for 20th level. In practice, no player in
those games reached past 14th level.

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